// Behavior originally contributed by Unknown.
//
// LICENSE:
// This work is licensed under the
//     Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
// also known as CC-BY-NC-SA.  To view a copy of this license, visit
//      http://creativecommons.org/licenses/by-nc-sa/3.0/
// or send a letter to
//      Creative Commons // 171 Second Street, Suite 300 // San Francisco, California, 94105, USA.
//
// DOCUMENTATION:
//     http://www.thebuddyforum.com/mediawiki/index.php?title=Honorbuddy_Custom_Behavior:_UseGameObject
//

#region Summary and Documentation
#endregion


#region Examples
#endregion


#region Usings
using System;
using System.Collections.Generic;
using System.Linq;

using Honorbuddy.QuestBehaviorCore;

using Styx;
using Styx.CommonBot;
using Styx.CommonBot.Profiles;
using Styx.Pathing;
using Styx.TreeSharp;
using Styx.WoWInternals;
using Styx.WoWInternals.WoWObjects;

using Action = Styx.TreeSharp.Action;
#endregion


namespace Honorbuddy.Quest_Behaviors.UseGameObject
{
	[CustomBehaviorFileName(@"UseGameObject")]
	public class UseGameObject : CustomForcedBehavior
	{
		public UseGameObject(Dictionary<string, string> args)
			: base(args)
		{
			QBCLog.BehaviorLoggingContext = this;

			try
			{
				// QuestRequirement* attributes are explained here...
				//    http://www.thebuddyforum.com/mediawiki/index.php?title=Honorbuddy_Programming_Cookbook:_QuestId_for_Custom_Behaviors
				// ...and also used for IsDone processing.
				Location = GetAttributeAsNullable<WoWPoint>("", true, ConstrainAs.WoWPointNonEmpty, null) ?? WoWPoint.Empty;
				NumOfTimes = GetAttributeAsNullable<int>("NumOfTimes", false, ConstrainAs.RepeatCount, null) ?? 1;
				ObjectId = GetAttributeAsNullable<int>("ObjectId", true, ConstrainAs.ObjectId, null) ?? 0;
				QuestId = GetAttributeAsNullable<int>("QuestId", false, ConstrainAs.QuestId(this), null) ?? 0;
				QuestRequirementComplete = GetAttributeAsNullable<QuestCompleteRequirement>("QuestCompleteRequirement", false, null, null) ?? QuestCompleteRequirement.NotComplete;
				QuestRequirementInLog = GetAttributeAsNullable<QuestInLogRequirement>("QuestInLogRequirement", false, null, null) ?? QuestInLogRequirement.InLog;
				WaitTime = GetAttributeAsNullable("WaitTime", false, ConstrainAs.Milliseconds, null) ?? 1500;

				QuestBehaviorBase.DeprecationWarning_Behavior(this, "InteractWith", BuildReplacementArguments());
			}

			catch (Exception except)
			{
				// Maintenance problems occur for a number of reasons.  The primary two are...
				// * Changes were made to the behavior, and boundary conditions weren't properly tested.
				// * The Honorbuddy core was changed, and the behavior wasn't adjusted for the new changes.
				// In any case, we pinpoint the source of the problem area here, and hopefully it
				// can be quickly resolved.
				QBCLog.Exception(except);
				IsAttributeProblem = true;
			}
		}

		private List<Tuple<string, string>> BuildReplacementArguments()
		{
			var replacementArgs = new List<Tuple<string, string>>();

			QuestBehaviorBase.BuildReplacementArgs_QuestSpec(replacementArgs, QuestId, QuestRequirementComplete, QuestRequirementInLog);
			QuestBehaviorBase.BuildReplacementArg(replacementArgs, ObjectId, "MobId", 0);
			QuestBehaviorBase.BuildReplacementArg(replacementArgs, NumOfTimes, "NumOfTimes", 1);
			QuestBehaviorBase.BuildReplacementArg(replacementArgs, WaitTime, "WaitTime", 0);
			QuestBehaviorBase.BuildReplacementArg(replacementArgs, Location, "", WoWPoint.Empty);

			return replacementArgs;
		}


		// Attributes provided by caller
		public WoWPoint Location { get; private set; }
		public int ObjectId { get; private set; }
		public int NumOfTimes { get; private set; }
		public int QuestId { get; private set; }
		public QuestCompleteRequirement QuestRequirementComplete { get; private set; }
		public QuestInLogRequirement QuestRequirementInLog { get; private set; }
		public int WaitTime { get; private set; }

		// Private variables for internal state
		private int _counter;
		private bool _isDisposed;
		private Composite _root;

		// Private properties
		private WoWGameObject GameObject
		{
			get
			{
				return (ObjectManager.GetObjectsOfType<WoWGameObject>()
								 .Where(u => u.Entry == ObjectId && !u.InUse && !u.IsDisabled)
								 .OrderBy(u => u.Distance)
								 .FirstOrDefault());
			}
		}

		// DON'T EDIT THESE--they are auto-populated by Subversion
		public override string SubversionId { get { return ("$Id: UseGameObject.cs 1581 2014-06-27 02:34:30Z Mainhaxor $"); } }
		public override string SubversionRevision { get { return ("$Revision: 1581 $"); } }


		~UseGameObject()
		{
			Dispose(false);
		}


		public void Dispose(bool isExplicitlyInitiatedDispose)
		{
			if (!_isDisposed)
			{
				// NOTE: we should call any Dispose() method for any managed or unmanaged
				// resource, if that resource provides a Dispose() method.

				// Clean up managed resources, if explicit disposal...
				if (isExplicitlyInitiatedDispose)
				{
					// empty, for now
				}

				// Clean up unmanaged resources (if any) here...
				TreeRoot.GoalText = string.Empty;
				TreeRoot.StatusText = string.Empty;

				// Call parent Dispose() (if it exists) here ...
				base.Dispose();
			}

			_isDisposed = true;
		}


		#region Overrides of CustomForcedBehavior

		protected override Composite CreateBehavior()
		{
			return _root ?? (_root =
				new PrioritySelector(

					// Move to the gameobject if it isn't null and we aren't withing interact range.
					new Decorator(ret => GameObject != null && !GameObject.WithinInteractRange,
						new Sequence(
							new Action(ret => TreeRoot.StatusText = "Moving to \"" + GameObject.Name + "\" at location " + GameObject.Location),
							new Action(ret => Navigator.MoveTo(GameObject.Location))
							)
						),

					// Interact etc. 
					new Decorator(ret => GameObject != null && GameObject.WithinInteractRange,
				// Set the context to the gameobject
						new Sequence(ret => GameObject,

							new DecoratorContinue(ret => StyxWoW.Me.IsMoving,
								new Sequence(
									new Action(ret => WoWMovement.MoveStop()),
									new WaitContinue(5, ret => !StyxWoW.Me.IsMoving,
										new Action(ret => StyxWoW.SleepForLagDuration()))
									)),

							new Action(ret => QBCLog.Info("Using Object \"{0}\" {1}/{2} times",
															((WoWGameObject)ret).Name, _counter + 1, NumOfTimes)),
							new Action(ret => ((WoWGameObject)ret).Interact()),
							new Action(ret => StyxWoW.SleepForLagDuration()),
							new Action(ret => StyxWoW.Sleep(WaitTime)),
							new Action(delegate { _counter++; })
						)),

						new Decorator(ret => Location != WoWPoint.Empty,
							new Sequence(
								new Action(ret => TreeRoot.StatusText = "Moving to location " + Location.ToString()),
								new Action(ret => Navigator.MoveTo(Location))
								)
							)
						));
		}


		public override void Dispose()
		{
			Dispose(true);
			GC.SuppressFinalize(this);
		}


		public override bool IsDone
		{
			get
			{
				return ((_counter >= NumOfTimes)     // normal completion
						|| !UtilIsProgressRequirementsMet(QuestId, QuestRequirementInLog, QuestRequirementComplete));
			}
		}


		public override void OnStart()
		{
			QuestBehaviorBase.UsageCheck_ScheduledForDeprecation(this, "InteractWith");

			// This reports problems, and stops BT processing if there was a problem with attributes...
			// We had to defer this action, as the 'profile line number' is not available during the element's
			// constructor call.
			OnStart_HandleAttributeProblem();

			// If the quest is complete, this behavior is already done...
			// So we don't want to falsely inform the user of things that will be skipped.
			if (!IsDone)
			{
				this.UpdateGoalText(QuestId);
			}
		}

		#endregion
	}
}
